High Elves -In the Imperial tongue, the haughty, tall, golden-skinned peoples of Summerset Isle are called High Elves. The Ayleid referred to them as Salache, but they call themselves Altmer, or the "Cultured People". In the Empire, "High" is often understood to mean "proud" or "snobbish", and as the Altmer generally personify these characteristics, the "lesser races" harbor little warmth for them. Altmer confidently consider themselves, with some justice, as the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences are derived from Altmer traditions. However, the Altmer's smug self-assurance of superiority can be hard to bear. Deft, intelligent, and strong-willed, Altmer are the most strongly gifted in the arcane arts of all the races, and Altmer boast that their sublime physical natures make them far more resistant to disease than the "lesser races". However, they are also somewhat vulnerable to fire, frost, and shock. Bonuses= +100 Magika, +2 to resist poision rolls, and +2 to damage taken from Fire, Frost, and Shock
Speed-3
Argonian -Argonians are the reptilian denizens of Black Marsh. Little is known and less is understood about them. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know. Yet they are fiercely loyal, and will fight to the death for those they have named as friends.
While Argonians appear reptilian in nature at first glance, they also exhibit fish- and amphibian-like qualities, such as being able to breathe underwater, having small gills behind their ears, and swim using the same body mechanism as that of a tadpole or eel, waving its tail side-to-side to propel itself through the water. Unfortunately for the Argonians, the very traits that enabled them to survive so well in the swamps of their homelands also made them ideal slaves for hard labour in regions of Morrowind that would prove uninhabitable to the other races. They are commonly enslaved along with the Khajiit in Morrowind. Though slavery is illegal in the rest of the Empire, the Dunmer of Morrowind were allowed to own slaves for quite some time. This was due to the conditions of the treaty under which Morrowind joined the Empire, which allowed the Dunmer to follow their ancient traditions concerning the ownership of slaves. King Helseth eventually abolished slavery from Morrowind due to political and moral reasons. Bonuses= Can Breathe Underwater, Immune to Posions, +2 to resisting diseases
Speed - 5
Wood Elves -The Bosmer are the various barbarian Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often collectively referred to as Wood Elves, but "Bosmer", or "the Tree-Sap People", is what they call themselves. "Tree-Sap" suggests the wild vitality and youthful energy of Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject the stiff, formal traditions of Aldmeri high culture, preferring a romantic, simple existence in harmony with the land, its wild beauty and wild creatures. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Bosmer are especially suitable as scouts, and thieves. But most of all, the Bosmer are known for their skills with bows; there are no finer archers in all of Tamriel. Their ability to command simple-minded creatures is also well known. As part of their Green Pact, they are religiously carnivorous and cannibalistic, but do not destroy trees or plant life, though they are not averse to using wooden or plant-derived products created by others.
The elves of Valenwood have always been involved in political arguments between the other races of Tamriel, but have never waged war with other nations, only defended their lands countless times, from the Khajiits of Elsweyr and the High Elves of the Summerset Isle. One of these skirmishes with the Khajiits formed the basis of the book Mixed Unit Tactics.
They have never been truly allied with other nations. Mistrust has been engendered by the ritual cannibalism that they practice in accord with their Green Pact. The specifics of other Bosmeri beliefs and traditions makes them uncomfortable with the "dour" city life lived by other races. In addition, the many invasions of Valenwood have probably not helped, nor the depredations of the Camoran Usurper in the Colovian Highlands and other provinces. Bonuses= Beast Tongue - Allows you to befriend animals, and lets you start with a medium, or small animal companion, +2 to resisting Posions,a dn Disease
Speed-5
Dark Elves -The Dunmer, also known as Dark Elves, or Moriche in the Ayleid Language, are the dark-skinned, red-eyed, Elven peoples of the Eastern Empire. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but in their homeland of Morrowind, and among their Aldmeri brethren, they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.
Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel. Young female Dark Elves are well known for their promiscuity. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those of them born outside of Morrowind or ones who grew up in the Imperial tradition are, however, usually much friendlier than their native-born counterparts. Bonuses= Ancestral Guardian - You can summon a ghost to be your ally, adn guardian at the cost of 10 Magicka a turn, -2 to damage from fire
Speed-5
Breton -Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language even though they are divided politically, for High Rock is a factious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and flamboyant customs. They are not the only ethnicity of High Rock; the Horse People of the Bjoulsae River and the Witchmen of the Reach could possibly be referred to as Bretons as well, though it would be a primarily geographic label.
The Bretons' origin can be traced to the First Era of Tamriel's history, when the Aldmer intermingled extensively with Nedic peoples. This occurred both through war and long periods of coexistence in a multiracial society. While the Aldmer maintained control of Tamriel, the Manmer lived as lower-class citizens, supporting their meric brethren. After the Aldmer lost their foothold, the remaining Manmer interbred with the controlling human races. The Bretons of modern-day Tamriel have a much-diluted meric ancestry, seen in their higher magical affinity.
Breton culture operates under the Feudal System, and their society is agrarian and hierarchical. Monarchs rule over castles and villages of half-timber houses. The cities are sprawling trade hubs. Bonuses= +50to Magicka, Takes half Magical damage, and Stoen Skin - Allows you to take half Physical Damage for eight turns with a sixteen turn cooldown.
Speed-4
Khajiit -The Khajiit are a race of feline humanoids hailing from the province of Elsweyr, well-known for their keen Intelligence and Agility. While these traits make them superb thieves, Khajiit are also fearsome warriors, although seldom gifted with the skill to harness magical forces. This is not to say that Khajiit do not possess the ability, merely that strenuous training must be undertaken to make wielding magic a serious option, either in passive or aggressive actions.
Physiologically, Khajiit differ greatly from both the varied races of man and mer, not only in their skeletal structure (possessing a tail and digitigrade -toe walking- stance) and dermal makeup (the "fur" that covers their bodies) but in their digestion and metabolism as well. The Khajiit, along with the Argonians, make up the so called 'beast races' of the Empire, due to their therianthropic qualities.
It is currently unclear whether a successful union between Khajiit and other races may occur, for, while reports of children born of such unions have been noted in the past, no well-documented cases exist. Bonuses= Demoralize special power (Paralyses enemies for three turns), and Eye of Night special power (+3 to accuracy, adn +1 to damage at night) Both last six turns, adn have a 12 turn cooldown
Speed-4
Nord -The Nords are a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and even magical frost. They are enthusiastic warriors, and act as soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare. They thrive in the cold, reminiscent of their native Atmora, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations across the sea from Atmora. They captain and crew the merchant fleets of many regions, and may be found all along Tamriel's coasts. Bonuses= Half Frost Damage recieved, adn the ability to use Nordic Frost (20 Frost Damage. Once every five turns) and Woad (Take 1/3 damage for Six turns. Twelve turn cooldown)
Speed-4
Northern Orc -Orcs, also called Orsimer, "Corrupt Elves", or "Pariah Folk" in ancient times, are sophisticated barbarian beastlike peoples of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium, also known as the "City of the Pariah" (the literal translation is "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, sometimes being considered no better than goblins. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Most Imperial citizens regard the Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes. The Orcs of the Iliac Bay region have developed their own language, known as Orcish.
Gortwog gro-Nagorm united his people by establishing an autonomous enclave, and forced the Emperor Uriel Septim VII to recognize Orsinium as an equal of the other lesser kingdoms of the Iliac Bay. During the Warp in the West, Orsinium was one of the four city-states to gain control of the Numidium, conquering the surrounding kingdoms and baronies and swearing loyalty to the Emperor.
Their religion centers around the worship of the Daedric Prince of outcasts, Malacath. The Orcs were supposedly created when the Daedric Prince Boethiah defeated the Aldmeri god Trinimac, transforming him into Malacath and his faithful, the Orsimer, into Orcs. The stories recount that Boethiah "ate" Trinimac. The Orcs have considered themselves outcasts like their deity ever since, and this is reflected in much of their culture. For instance, unlike other races, the Orc tradition is to have weddings take place at midnight. Bonuses= -1 to all magic damage, and the ability to use the Berserk special power for eight turns with a cooldown of sixteen turns (+25 hp, +2 to damage, and evasion, and +85 to fatique. -2 to accuracy)
Speed-3
Orc of the Isles -The ancestors of these Orcs were banished from these lands for annihalating the Imperials,a dn causing this war for control over the country. They have returned after fifty years of exile to reclaim the city they believe to be theirs which is now controlled by a mysterious faction known as 'The Shield of the People'. Ever since their exile the Orcs of the Isles have changed in their short exile due to their home having immense natural magic power, adn as thus many of their people are slightly changed by this magic which grants them odd powers, and gifts, but it does not come without a cost for they are also unable to cast magic due to their powers. Bonuses= Create one mutation for your character, Can't Use Magic, and +20 to Health
Speed-3
Dwarves -The Dwemer (pronounced Dwee-Mer) were a fabled lost race of Mer hailing from Dwemereth, the region that is now Morrowind. Their ruins and artifacts are scattered across Tamriel, specifically within Hammerfell (mainly in the mountains of Stros M'Kai), High Rock, and Morrowind. Meric races use the term "Dwemer," which translates to "deep," "deep-counseled," or "secretive" people [1]. They are alternatively known as Dwarves, a term used by Imperials and possibly created by the giants, the Ehlnofey of the Velothi Mountains. They formed free-thinking, yet reclusive elven clans devoted to the secrets of science, engineering, and the arcane. They recently revealed themselves at the beginning of the civil war, adn now they are allies of the Nords, and Northern Orcs. Bonuses= +10 to Health, +1 to Crafting, and + 1 to Damage
Speed-3
Redguard -The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Redguards do not share the same blood as the other human races, and they have no connection with the ancestral human homeland of Atmora. Bonuses= +2 To resist disease, and Poison rolls, and the ability to use Adrenaline Rush greater power for six turns with a twelve turn cooldown. (+25 to Health, +2 to damage, Movement Speed, and dodge rolls)
Speed-4
What do you think do I need to balance any of the races a bit more, or are they good as is?